[quote who="Yarlen" reply="88" id="3402440"] Sorry, gang, making the AI moddable is not in the cards.[/quote] Even the multipliers are not? Sad. However I would appreciate if you published an official sheet with all multipliers of difficulty levels. There are a lot of speculations here and there, but nothing seems to be clear.
trigorin
Would you make difficulty level bonuses editable please? I have to admit that it annoys me playing against AIs that have double income rate even on Hard.
It would be better if resource bonuses were not hard-coded.
I measured the income rates of a hard AI in a recorded game, and it seemed to me that AI had a 2x multiplier there. Tooltips showed the expected values, but the numbers on the top right section of the UI were growing twice faster. Does anybody know where these mulitpliers are set?
[quote who="Wrath89" reply="9" id="3012919"] Quoting sansonnet, reply 8I usually play against hard AI players, and they improve their planets as well. I find AI is not so bad in latest version of Trinity. For those that just bought the game, the AI is "not so bad". Indeed. But good players understand that the AI is, frankly, pretty horrible at strategy and tactics, compared to how a decent player would act.[/quote] That's why I can s
Could you put an option in game setup: "Allow AI to pre-analyse the map" or something similar to this? It would give AI some important informations about the map to level it with human player when playing custom maps, especially hand-made maps. There is a good example from Sins base game: the Gateway map. AI doesn't seem to be aware of that a planet named Gateway should be explored and defended as soon as possible, like human does. This feature would make AI more competitive on trick
This is why I continuosly request AI improvements. Now AI players can not manipulate their relations because they have no tool to do so since they can offer missions only to human players. The other diplomatic factors are only indicators of actions a player takes in game (military actions, military strength etc.). They usually attack a player having lowest relation towards them. This leads to worst relations which makes the latter one a more potential target. This system is uneff
What I'm missing is the AI ability to offer missions each other with same rules applied by human players . This would force AI planning their relation changes.
[quote]So, can the AIs get on speaking terms with each other yet, otherwise Diplomacy isn't worth playing for a primarily single player person like my self.[/quote] Yarlen mentioned earlier they was going to improve diplomacy part of the game. I hope they will do it soon. I think the new way the AI players place bounty on each other is a big step in the right direction. What I'm missing is [b]the AI ability to offer missions each other with same rules applied by human players[
[quote quoting="post"] AI players will now place bounty on one another based on many factors including diplomatic relationship level, overall threat level and simply avoiding the raid in general (like most human players). This makes Diplomacy much more dynamic in general as you can really play factions off one another. [/quote] Nice to read it. I started a new game yesterday, and I saw bounties placed on AI players by the first biddin
A marginal request for the final patch. Could we get some (4-5) new colored sky boxes just for variety?
Could you post replay?
I might not express myself well. What I miss is the intention from AI actions regarding diplomatic part of the game including placing bounties. They do things only when some numbers directly triggers them to do so, I don't feel any strategy, calculations behind actions like in war management, researching and empire building in which I find AI can perform very well.
[quote who="Greg30007" reply="146" id="2882633"]@ trigorin Try following place like 2 or 3k of bounty simultaneously on 2 different AI players. What you will notice they will engage in biding war between each other. I said 2-3k just because you don't want bounty to disappear before biding war starts. Heck 500 credits is enough as long as both have more bounty as you do. I think code works like this. If there is bounty already on AI bids at
Please, with the new pirate system improve the AI ability in placing bounties, too. Now they can not place bounty on other AIs but me. It is not so funny, when I have an allied player but I must pay all of the needed sum to keep enemies (and pirates, of course) away.
If you're tired of them, don't choose these difficulty levels. The hard AI doesn't cheat but plays very well. I think, I may be very happy, because I'm not a pro, so I really can enjoy playing this game as well as some other great strategies.
Yarlen, could you improve the AI ability of handling relations in this or a later patch? What I mean that it is only me who can manipulate diplomatic relations. The AI relations seems to me a simple statistical change by their actions. I don't remember I have seen any alliance between AI players due their actions improving their relation, or any intention to improve it.
[quote who="jpaa1701" reply="106" id="2879903"]So any ideas on when this is actually coming out?[/quote] I had to start a new game yesterday [e digicons]*_*[/e]
Can I start a new game this evening or should I wait a bit for releasing (beta) patch? I play a match three-four days [e digicons]:blush:[/e]
A note to the memory management patch. At the moment the game on my machine reaches the 2GB limit and crashes more often (or I may say never but) when bloom effect is turned on.
[quote who="Darvin3" reply="3" id="2870791"]Yes, there is no "minimum" number of winners. I frequently end up wiping out all the AI's in my comp stomps and winning on my own, even when I have a higher allied victory maximum.[/quote] Thank you all for your answers. The missing of "minimum" role of this option is my biggest problem. I usually find a rival among AI players I can improve relations with to be allied. And this AI's help is so useful that it is much easier to w
Hi, I have some questions about allied victory option in the game. What does it mean exactly? Let's see a scenario. I start a game with a total of 6 players, I set allied victory with a 4 allied players limit. 1. Should all 4 players be allied with each other to win or is it enough to me to have 4 friends regardless the relations among partners? 2. And what happens, if only 3 players remain in the game (2 AIs and me), and the others are my allied part
I have some ideas for patch, if it is an appropriate topic to post them. 1. The allied parties should consider each other's willingnes of cooperation. So when my allied AI player requests help somewhere and I miss it, our relationship value should be lowered. But helping him should make our friendship stronger. This could be applied in the opposite direction, when my ally can't help me, my relation to him might be lowered, too. 2. It would be nice to get a detailed descri
[quote who="Pbhead" reply="1" id="2637087"]1. yep, all passive effects, and some ablities are around even if the labs are gone, but ships, superweapons, deploy starbases, and a few others go away without the labs.[/quote] Is it true? As I know all researched advances will be lost if you don't have enough research stations.
[quote who="harpo99999" reply="3" id="2628631"]trigorin, from what I remember in other posts, the AI relationship bonus is to ONLY apply between 2 or more AI's to give the AI's a bit of a boost with each other compared with human/AI & human/human so that the AI's have a better chance of forming an alliance against the humans/ other AI alliances. harpo [/quote] No, as I know this factor is applied by AI players towards human player o